Avatar

Profezia

Profezia

About

Username
Profezia
Joined
Visits
0
Last Active
—

Comments

  • @supersonic853 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2100524#Comment_2100524

    You get stunned when you throw him down for a second. Charolette catches up and downs you in that time. Lose lose. Also while using struggle to get him off you can't perform other actions or it cancels it. So if you wanted to say vault itd reset.

    if you're not awfully bad you can complete free yourself action when you have some distance between you and the killer

  • @QwQw said:

    https://forum.deadbydaylight.com/en/discussion/comment/2100505#Comment_2100505

    Buddy I hate to break it to you, but everyone who plays this game knows the stats are an unreliable source of information.

    Solo que is fine the way it is; the problem is the games ######### matchmaking is putting good players with bad ones.

    exactly.

    Not to mention that judging by the end result in a game where match can be thrown upside-down in last 20 seconds is laughable.

  • Played like a dozen of solo q games and they were mostly fine.

  • @supersonic853 said:

    https://forum.deadbydaylight.com/en/discussion/241863/can-somebody-explain-the-reasoning-behind-kidnapping-victor-problem-salvation

    Because what if say charolette chased you but refused to hit you before the 40 second threshold? And just waited for victor to down you? Especially at loops she cant catch up to you on.

    you can free yourself while running.

  • It's fine. No changes needed.

  • @_VTK_ said:

    Bullshit. Someone just doesn't want to lose easy kills. Scariness and difficulty of the game are two different things. Some years ago, when playing survivors was way easier, the game wasn't more or less scarier. Case closed.

    Except it was.

    Game had atmosphere back then, you know.

    Right now it's completely a cheap cat&mouse game.

  • Survivors: Freddy, Nurse, Spirit and every other meta/top tier killers are boring zzzz we're not having fun reee

    Also survivors: Oh, what is this, low tier killer with meme build who isn't slugging, camping or tunneling? It would be so enjoyable to rush all gens in 4 minutes and escape.

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/2099140#Comment_2099140

    Or it's because tapping a gen after it gets hit with pop is a stupid reason to disable the perk because stopping gen regressing next to a hook you've been on does not mean you aren't being tunneled.

    No it means.

  • Yeah, it revealed the real issue.

    Survivors never wanted anti-tunneling defence. They wanted OP perks justified by tunneling protection.

    I wouldn't be surprised if devs introduce another "anti-X" perk that won't be used to actually fight X, but would just be abused by survivors to get pressure free games and who would protect their new toy at all costs.

  • @Johnny_XMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2098730#Comment_2098730

    @Profezia

    The OP never specifiied scenarios, they only said "Survivors at exit gates", so therefore I am giving you a specific scenario where a killer might think survivors do not want to leave, when in fact they just want heal points and not to give the killer a "hit".

    A 3k isn't second place. It is a win. If you think it's 4 then that is your own personal win condition, not by the game standards.

    "by game standarts" what are those btw? I don't remember 3k being specified anywhere as a complete victory.

  • @Johnny_XMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2098184#Comment_2098184

    @Profezia

    Not exactly. Many times survivors who are injured take advantage and heal for points or they may have a challenge. So it isn't always about the killer at all.

    My point is in that getting a 3k still means you've won. So getting that 4th person and slugging at that just to make sure they don't get hatch makes zero sense unless you actually have a challenge or something.

    >Not exactly. Many times survivors who are injured take advantage and heal for points or they may have a challenge. So it isn't always about the killer at all.

    Maybe that, but in the light of this discussion, we're talking about HEALTHY survivors staying in exit gates.

    >My point is in that getting a 3k still means you've won. So getting that 4th person and slugging at that just to make sure they don't get hatch makes zero sense unless you actually have a challenge or something.

    3k isn't a full victory. It is like a second place. Still cool, but not good enough.

    Also, "etting that 4th person and slugging at that just to make sure they don't get hatch makes zero sense unless you actually have a challenge or something." it makes sense if I want to win.

    My win condition is to kill 4 survivors, not 3.

    If the game is designed the way that getting last survivor is either hoping you'll power through at least 2 colossal second chances they get just because they were least ######### out of the bunch or slugging, then I'll preffer slugging because I don't want to play a rigged gamble which isn't rigged in my favour despite me being the one who actually won.

  • It wasn't really awful since 99% of survivors were literally running into walls and dropping pallets when they heard TR.

    Although if you met those who were playing at least decently, you were bound to lose unless you were playing nurse. Although even nurse struggled against bs things survivors had in those days

  • @Johnny_XMan said:

    Personally I see survivors waiting at the exit gates as the equivalent of slugging survivors when there is only 2 people left.

    You get extra points from both though not everyone is a fan of it.

    Slugging at 2 last people usually makes sense when you want a 4k without playing hatch&exit gates gamble game.

    Staying at exit gates when there's none survivors outside makes zero sense unless you just want to be petty.

  • @valvarez4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2094584#Comment_2094584

    If the killer rate is 65-75% and swf demolish killers you can’t say this game is balanced around 4 solos

    Kill rate is so high because of 2 reasons:

    1) Flawed matchmaking that matches people based on their playtime in last month (and not even their winrate)

    2) It's extremely easy to throw a game as survivor: death at 5 gen leads to the entire team being wiped, greed to get 4 escapes leads to teamwipe, etc. Not to mention that killers like Oni can easily wipe the entire team in dozens of seconds.

    Once AT least new MMR matchmaking is released, a few months later we'll see more or less accurate data since survivors will be playing with more matching killers to them instead of seeing noob trappers and tournament nurses on same ranks.

  • She needs either a complete rework (For example - give her an ability to steal a breath from a downed survivor, thus making her blink power stronger and make survivor slowly become "undead" - over span of 300 seconds they lose hearing completely except the ability to hear Nurse's blinks, stop bleeding and stop feeling pain and thus stop making noises of pain, which will result in Nurse being effective STEALTH killer in the late game as well as possessing powerful chasing tool (2 blinks no cd at 4 breaths) which has built in counterplay as she can't hear survivors).

    OR she needs her CD nerf reverted and bugs fixed. Nothing would really change, but at least she'll be bearable to play.

  • Most balanced:

    Freddy without forever build. Not very strong, but has a lot of small tools that give him powerful and consistent kit which has a lot of counterplay.

    Oni (any addons). Most balanced power burst kind of killer.

    Blight. Most balanced skill limited killer.

    Most unbalanced (strong):

    Nurse is very good on one hand, but extremely awful to play because of her bugs.

    Spirit is just very inconsistent (as every time you miss your phase walk you kinda lose a lot of time and missing it isn't very difficult, especially against survivors of your skill), but horribly effective when she works.

    Most unbalanced (weak):

    Trickster (pre-buff, maybe even post buff) - can't finish chases fast, lacks any map pressure, is supposed to be power burst killer but isn't because main event is #########.

  • @CustomerService said:

    https://forum.deadbydaylight.com/en/discussion/comment/2095428#Comment_2095428

    https://us.v-cdn.net/6030815/uploads/1IDZAV9UMP3O/capture-png.png

    This is currently. So now you'll say "obviously, you got so many hours". True. BUT 80% of those hours are survivor. And out of all the killers, I can count the matches as Spirit, for example. I really barely touched her.

    4 352 × 0,2 = 870,4.

    So if your words about having "80% time on survivors" are true, then you still have 870 hours of pure killer experience, not to mention you have ~3500 hours of survivor experience and you have at least decent knowledge of the game. Not even mentioning that at least half of killer success lies in general knowledge of the game.

    So answer another question, how long does it take you to get used to a new killer? To me it's usually 1-2 games to learn how to use their ability and 10 more games to learn most tricks.

  • @CustomerService said:

    https://forum.deadbydaylight.com/en/discussion/comment/2095343#Comment_2095343

    I mean, I play 3 matches as her literally from time to time and this is untrue. Red ranks.

    How many hours do you have? Just for the record.

    500? 1000? 2000?

  • @CustomerService said:

    Yeah, I mean if we were to compare the best player who plays nurse and the best player who plays Spirit, Nurse is just superior. But, while Nurse requires a certain amount of skill and effort, Spirit requires 0. Anybody can 4k decent teams as a Spirit, whether that person is good or bad.

    Good luck getting at least first hits against more or less decent survivors if you're not playing spirit a lot.

    Without practise on her and knowledge of how survivors behave, your only chance to win is to hardcamp and get m1 hits.

  • @MadLordJack said:

    I really, really hope so. The Devs have already shown willingness to revist their revisits, hopefully Billy will join the bandwagon, and maybe by that point this metaphor will make sense

    They've shown willingness for many things, for example addressing SWF problem (aka SWF being considered the same as solo Q from point of balance, despite outclassing solo Q in every way possible) 4 years ago, yet they've yet to do anything.

  • I already did, though if that happened to me, I'd surely leave the game (even if I got any kinds of compensation possible).

  • @bjorksnas said:

    All im hearing is brutally punish killers with an endless ds timer after every single hook to incentivize bad plays like unhook and instantly abandoning the survivor you unhooked because they are invincible while killers get a side bonus if survivors didn't cleanse all the totems

    And for that reason, im out

    https://us.v-cdn.net/6030815/uploads/LCAPT9BHH6U8/image.png

    I guess you ignored the part where I listed possible drawbacks

  • @Somna said:

    I wonder if it would do anything if re-hooking someone within 1 minute of them getting unhooked puts them in the same state they were in when unhooked instead of skipping to stage 2 or dead.

    No, that would be really stupid + it would be an insensitive for people for camp.

    Just make DS last infinite amount of time until other survivor is hooked + make DS`ed survivor unable to contribute to objective + tell killer go for anybody else.

    Some tweaks are needed obviously, but that's the basic concept.

  • @Mugombo said:

    #########. Did you really just compare DS and NOED?

    >Both perks are more or less serving same purpose - punishing the other side for doing their objective too well/fast

    @Seraphor said:

    DS isn't the survivor NOED. That's Adrenaline.

    >Both perks are more or less serving same purpose - punishing the other side for doing their objective too well/fast

    I'm not comparing them by their literal effect, but by their purpose. Adrenaline isn't used to punish other side for going for early kills, it just gives you extra advantage after getting through the first half of the game

  • I just feel like it's basically mandatory to run these perks on high ranks, so most of your games feel like you have 3 perk slots for perks of your preference and one perk slot permanently taken by one of these perks because without them you just have no chance for comeback if the other side is sweating too much/you made a very costly mistake.

  • I still don't understand how can people have problem with iri heads by themselves.

    Going against them literally means you're just permanently injured if huntress uses her hatchet.

    Yeah, that's strong, but not something impossible.

    Not like iri heads become heat-seeking missiles or start cutting through walls like through butter or not like huntress suddenly stops missing her shots.

    You just play safer and you're mostly fine.

    I've encountered many iri huntresses both in solo and SWF and it wasn't something impossible to deal with, unless the huntress was super good, but in that case I'd have no chance regardless of her addon setup

  • @[Deleted User] said:

    I thought this was about Darkest Dungeon for a moment.

    I mean that would be great too, but I still imagine how cool would have a russian combination of batman and punisher that wears bird mask and uses flamethrowers and napalm grenades.

  • I guess people are just uninterested commenting another suggestion thread

  • @Lord_Tony said:

    his main event is too situational if you can't save it.

    9 times out of 10 I don't want to use main event when it activates

    yeah, it basically just works well only in two scenarios:

    every second "blades only" chase finisher

    get it charged when multiple survivors (f/e when unhooking) are nearby to get ONE down

    • >People who have 1k hours should only be paired with people with 1k hours.

    You can't imagine how big skill gap between 1k and 2k or 3k hours is.

    There should just be an mmr system that'll eventually sort people by skill.

  • @tariousx said:

    https://forum.deadbydaylight.com/en/discussion/240995/this-year-has-been-kinda-dry-5th-anniversary-better-be-good

    It's not like there was a global pandemic or anything that could've had an effect on anything. The game industry as a whole shows the stress of the last year, every major company has fallen short on their goals and content releases because of it. Some have done a good job of covering it up a bit but its showing everywhere.

    How does pandemic affect the quality of content?

    Do workers suddenly start doing their job worse or what?

    I get that it would take longer due to distant working being not the most optimal way, but the quality (balance, visuals etc) shouldn't decrease.

  • Not what he needed.

    Only recoil&spread change were actually good buffs, others won't really do anything and are just dust to blind us.

  • @Moxie said:

    https://forum.deadbydaylight.com/en/discussion/comment/2090085#Comment_2090085

    You sound unsatisfied with the buffs. You are entitled to your feelings. Thankfully, most people are happy with this step and aren't bemoaning changes that didn't happen yet.

    "how dares he not be satisfied with this handout bhvr so generously gave 1,5 month later than they should have and which does not address all his main problems"

  • @Moxie said:

    https://forum.deadbydaylight.com/en/discussion/comment/2089786#Comment_2089786

    Might want to re-read the notes:

    Main Event now allows full normal movement speed AND the recoil and spread is reduced on ALL knives.

    Moving at normal speed with accurate knives is a buff.

    read my comment again.

    I don't give a ######### about movement speeds, if anything they were bearable.

    I'm talking about the fact that laceration simply disappears after 15 (or 20 after buff) seconds or that you MUST use main event in a span of 10 seconds unless you want it to be gone.

  • Laceration still not fixed, main event still not fixed.

    Like, was it so difficult to allow to have main event active until you WANT to activate it?

    Or was it so difficult to make laceration disappear NOT automatically, but after survivor performs some kind of action?

    I appreciate recoil&spread buffs, but everything else is definitely not what he needed.

  • @TripleSteal said:

    I disagree. In my opinion, you are blaming your lack of competence on game mechanics.

    The share of matches that actually show you why M1 killers are bad against competent 5k+ hrs/each SWFs/comp teams is less than 1 in 100 trials you enter (due to current MM state). That's not often enough to make up for such an elaborated complaint.

    There's difference in being incompetent and being physically unable to win due to game being very unbalanced in certain situations.

    Killers like ghostface or trapper just suck ass against survivors just doing gens instead of ######### around and lasting at least 40-50 seconds in a chase.

  • Yeah, most pallets there are super safe. It's just ridiculous

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2087672#Comment_2087672

    It should carry over. I think how it works right now is another survivor can be staring at him, then cancel their revealing before he's fully broken out, AND THEN my revealing starts. I should be able to finish off the reveal that they started since the time we spent staring at him overlaps and he allegedly takes a second or two to get broken out of stealth when survivors are staring at him.

    That's how it works right now.

    A survivor must fully complete reveal action in one take and only one survivor can do it at a time.

    To be honest I see no problem in such approach to the power that can LITERALLY be canceled by STARING.

  • @loopsahoy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2087672#Comment_2087672

    Multiple syrvivors can reveal ghostface at once. It doesnt change anythong,, but you can see multiple things telling you youre being revealed

    If you try revealing him in lobby with multiple survivors, you'll see only one survivor is revealing him at a time.

    At the same time, Ghostface knows the directions of ALL survivors that CAN be revealing him at THAT moment.

  • @Artick said:

    Look at all these people trolling you for daring to have a different opinion. But the second someone mentions this forum is ruled by killer mains the same people will jump to say it's not true and tell you it's exactly the opposite.

    Funny.

    there's a difference between having a different opinion and saying nonsense.

    There's nothing wrong in thinking that rights are better or lefts are better, but thinking that everyone is ruled by reptiloids is nonse.

  • It's fine.

    If you can't reveal when staring at him than either another survivor is revealing him or you are doing it wrong.

  • @Phasmamain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2087579#Comment_2087579

    Some maps are already really dark anyway (swamp and badham mainly) so I’d rather not have my vision impaired for the “spooks”

    These maps are anything but dark

  • @Phasmamain said:

    I’d rather it not return since blendettes are already hard to see

    "Basically survivors see everything way darker than killers do."

    Game is dark for survivors. Bright (more or less) for killers.

  • @Mandy said:

    I don't think this will be possible, to have both systems present I'm afraid.

    Why though? Could you at least make the skillcheck zone be like 90 or even 100% of the circle? So that it would still be possible to smash space.

    I think there is no point in making resisting to a spider thing related to "reaction". It seems more like tedious holding.

  • @gibblywibblywoo said:

    Considering they won't bring in a old hud toggle I wouldn't hold your breath.

    they said there was something wrong with their spaghetti code that made it impossible, although I guess that was just an excuse.

    Still, one must hope.

  • She needs a rework:

    1) Survivors start the trial with active RBT that has countdown timer of 10-15 minutes that can be removed by interacting with any jigsaw box that appears only once all gens are done

    2) New main power is some kind of trap, maybe she'll put booby-traps on gens or vaults like revolver trap.

    3) Secondary power should be a crouch with an ambush attack which has a range of slightly smaller normal lunge, but it allows to instantly down survivors

    Addons should replace booby traps and RBT with other traps, for example instead of RBT survivors are wearing shotgun collars that put them in dying state whenever they stay too close to each other for too long and booby traps are replaced with some hook modifications, etc.

  • @Pulsar said:

    It isn't fun.

    If you win, it's nice. You get a feeling of satisfaction.

    If you lose, you get taunted for the entire game and likely get reminded of it post-game. It's mentally taxing to go through that for multiple games.

    Yeah, to me killer games just split into 2 variations:

    ezpz victory didn't sweat

    or

    there was literally nothing I could do no matter how did I play.

    and since I don't play on spirit or nurse (first isn't just something I can pull off well and second is too frustrating), I usually play killers like Phead or Ghostface and these killers, well, they have certain limitations they can't surpass no matter how good you are.

  • @Mr_K said:

    I have play a lot Legion to pre-rework times without addons and without addons, you were only able to stab a guy 2-3 times. That were back then not enough to down someone.

    Why you want it back then? Explain the benefits.

    It was fun. Really fun, even if it wasn't really effective.


  • @GingerBeard said:

    A couple powers are similar to others, so not completely unique, but would still be different enough I think.

    1. The most said one, a doppelganger inspired power.
    2. A killer where survivors need to avoid looking at them.
    3. One based on sound and/or movement.
    4. A killer whose power is map-wide and could alter the map itself. Kinda like what Pyramid Head could have done, where after a bit of time he could summon in the fog. The survivors, killer, and the map would then be under its effect for a time.
    5. A ranged aoe that can injure.
    6. Have no idea how this would work, but maybe a power that has a puzzle involved?
    7. A power that starts very strong but then gets weaker overtime?

    @Profezia I actually had the same concept but for a perk. Like it would make an obsession, who then is unknowingly marked. Could do anything really, but my idea is it showed the aura of any other survivor within 16m or so.

    1. >A killer where survivors need to avoid looking at them.

    Slenderman killer is the most obvious. I have a few ideas for his power, he should have something like Freddy + Doctor kits. His passive could be similar to Freddy's invisibility, but instead it would make killer appear to survivor outside 32 meter range as if they were just standing still and looking at them until survivor looks away, while the real killer is actually invisible.

    Main ability could be related to madness or slender sickness that gradually decayed survivor mind when they looked at the killer or their "outside 32 meter husks" affecting them with some hallucinations and other annoying ######### and at some point survivor could be exposed to killer's chase power

    Slender's chase power could be a channeled ability. While the ability is channeled, the killer is heavily slowed down, while survivor's camera is dragged towards killer. If the survivor fails to break LoS with killer (move camera away&hide from killer's gaze behind an obstacle) then killer teleports to them and does damage.

    Secondary power could be an ability to know when survivors are looking at the killer or his husks and when such happens, using that ability would make some nasty things to survivor

    1. One based on sound and/or movement.

    Wendigo or something like this? Make it simple and just make killer a spirit who is always in her power, but is visible to survivors and can attack them.

    Or make it complicated and make it so every time survivor makes any noise, the location of that noise is revealed to the killer. The louder the noise, the bigger distance killer can detect the noise. Give survivors a button to hold their breath (as a new general feature) for some time before breathing heavily and louder. Give killer an ability which allows them to "investigate" noise locations and reveal some sort of tracks that would show some recent survivor's movement.

  • That's what Twins should've been btw.

    Victor controlled by a ######### AI that makes him mindlessly chase one survivor, while Charlotte follows the other/hunts the survivor with victor together.

1 2 3 4 5 6 … 12